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* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
102 lines
2.4 KiB
JavaScript
102 lines
2.4 KiB
JavaScript
import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { BasicSerializableObject } from "../savegame/serialization";
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/** @type {ItemType[]} **/
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export const itemTypes = ["shape", "color", "boolean"];
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/**
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* Class for items on belts etc. Not an entity for performance reasons
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*/
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export class BaseItem extends BasicSerializableObject {
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constructor() {
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super();
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this._type = this.getItemType();
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}
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static getId() {
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return "base_item";
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}
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/** @returns {object} */
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static getSchema() {
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return {};
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}
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/** @returns {ItemType} **/
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getItemType() {
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abstract;
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return "shape";
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}
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/**
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* Returns a string id of the item
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* @returns {string}
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*/
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getAsCopyableKey() {
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abstract;
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return "";
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}
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/**
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* Returns if the item equals the other itme
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* @param {BaseItem} other
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* @returns {boolean}
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*/
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equals(other) {
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if (this.getItemType() !== other.getItemType()) {
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return false;
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}
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return this.equalsImpl(other);
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}
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/**
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* Override for custom comparison
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* @abstract
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* @param {BaseItem} other
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* @returns {boolean}
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*/
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equalsImpl(other) {
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abstract;
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return false;
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}
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/**
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* Draws the item to a canvas
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* @param {CanvasRenderingContext2D} context
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* @param {number} size
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*/
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drawFullSizeOnCanvas(context, size) {
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abstract;
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}
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/**
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* Draws the item at the given position
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* @param {number} x
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* @param {number} y
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* @param {DrawParameters} parameters
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* @param {number=} diameter
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*/
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drawItemCenteredClipped(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
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if (parameters.visibleRect.containsCircle(x, y, diameter / 2)) {
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this.drawItemCenteredImpl(x, y, parameters, diameter);
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}
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}
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/**
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* INTERNAL
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* @param {number} x
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* @param {number} y
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* @param {DrawParameters} parameters
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* @param {number=} diameter
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*/
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drawItemCenteredImpl(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
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abstract;
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}
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getBackgroundColorAsResource() {
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abstract;
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return "";
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}
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}
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